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COMPENDIUM

R  e  v  i  s  e  d    C  h  a  r  a  c  t  e  r    C  r  e  a  t  i  o  n   a n d   C  o  m  b  a  t

" GURPS is a trademark of Steve Jackson Games , and
its rules and art are copyrighted by Steve Jackson Games.
All rights are reserved by Steve Jackson Games.
This game aid is the original creation of Raine Määttänen and
is released for free distribution, and not for resale, under the
permissions granted in the Steve Jackson Games Online Policy ."
 

 


CHARACTER CREATION

Revised Attributes

Strenght

STRENGHT's weight is changed. Your Move score is figured from your ST and weight, in other words how efficient your weight-to-ST ratio is
(Kinetic Energy (in joules) = ¼ × mass (lbs.) × velocity²).

If your ST is 10 and weight 160 lbs., your Basic Speed is 5.
If both your ST and weight are doubled, Basic Speed remains 5.
But if your ST is 20 and weight 160 lbs., Basic Speed is ~ 7.

Basic Speed v(400×ST ÷ weight)
weight (400 × ST) ÷ Basic Speed²
Strenght (Basic Speed² × weight) ÷ 400

Weight is much more than Fat or Skinny disadvantage. However the efficient Weight-to-ST Ratio costs. See Natural Encumbrance below.

New and Revised Advantages

Natural Encumbrance

Natural Encumbrance from GULLIVER v5.0 by T. Bone. In brief if two persons have same ST, but the other person weighs considerably less, he is faster. This leads to different advantages and disadvantages. The very main idea below comes from GULLIVER, but otherwise I only use its core applied to this Compendium. Natural Encumbrance of normal humans varies from Medium to Neg. 2.

Half Modifier: Dancing, Jumping, Stealth and both many Sports skills and DX rolls.
Full Modifier: Acrobatics, Climbing, Dodge, DX (with Move Maneuver), Flight and Roll with Blow.

Basic Speed Encumb. Level* Half Mod. Full Mod. Hit Points Dis.adv. Cost
1 X-Heavy -4 -8
2 Heavy -3 -6

3

Medium

-2

-4

 

 

 

3.5

Medium

-2

-3

+3

Very Fat

-14

4

Light

-1

-2

+2

Fat

-9

4.5

Light

-1

-1

+1

Overweight

-8

5 None 0 0 0 0
6 Neg. 1 0 +1 -1 3
7-9 Neg. 2 +1 +2 -2 Skinny 18
10-14 Neg. 3 +1 +3     35**
15-19 Neg. 4 +2 +4     65**

* For simplicity every Encumbrance Level (p. B17) you get from carrying gear lowers your Natural Encumbrance by 1.
** At Basic Speed 12 you can buy Extra Attack (p. B53), another at Basic Speed 18.

Night Vision

Normal humans shouldn't have more than 2 levels of Night Vision. You only get penalties to melee combat, if your modified Vision with darkness penalty is lower than 10.

Sixth Sense

Sixth Sense lets you only sense someone staring at you, not his intentions. Roll against Perception. 5 points.

New and Revised Skills

Dodge

Dodge (DX/Average). Defaults: DX-4. This replaces Dodge based on (DX+HT)/4.

Battle Skill

Combat/Weapon skill measures accuracy and speed. Tactics skill (IQ/Hard, Defaults: IQ-6) is controlling distance, timing, feinting and outguessing the enemy. So Battle Skill is the average of the Tactics and the highest appropriate Combat/Weapon skill or DX (round down).

You need Battle skill to a) make Feints b) defend against Feints and c) use Move Maneuvers. A good Tactics skill also helps you to attack and defend with all weapons. For example if you are used to fight with sword, and suddenly you need to use knife or bare hands with no training, you can use Battle Skill instead of default levels.

If Tactics skill is higher than the highest C/W skill, Tactics is counted for Battle Skill only as high as the C/W skill (you don't have enough practical experience to apply more mental skill on physical combat).

Most people's Tactics skill isn't nowhere near as high as their C/W skills, because they don't have enough all-around combat experience. If you know your enemy - his skills, techniques (includes unknown persons with same primary style as yours), personality - well, you get a bonus of 1-3 to your Tactics skill against this opponent: this can raise Battle skill over normal boundaries. An alien, strange style or exotic weapon can give penalties to defender' Tactics skill (GM's decision).

New and Revised Techniques

For play balance I only use Techniques below. Difficulty of all Techniques is Hard. These Techniques can be improved to prerequisite skill +2:

Bite, Disarm (p. B401), Evade (p. MA71), Grapples, Hand Strikes, Holds, Joint Locks, Head Butt (p. MA74), Kicking, Neck Snap, Slams, Throws.

These Techniques cannot exceed prerequisite skill level: Aerial Fighting*, Close Combat (p. MA69),Ground FIghting (p. MA73), Hit Location**, Off-Hand Weapon Training, Roll with Blow (p. MA87).

* not flying, but when jumping or falling, same as Ground Fighting.
** defaults to C/W skill -3, reduces penalties for targeted attacks by 3

Equipment

Adapted from Dayglofrog and Volker Bach.

Crossbows

Crossbow at ST or less requires 2 secs to cock. To determine if you can really cock crossbow by hand, check your lifting capacity against (BowSTxBowST)/10 x 25 lbs.
ST +1-2 requires one-foot stirup ($30, 1 lb.) and 6 seconds to cock, can be done prone.
ST +3-4 requires Goat's Foot ($50, 2 lbs.) and 8 seconds to cock, can be done prone or mounted.
Crossbow at ST+5-10 requires cranequin ($20 per point of bow ST, 4-6 lbs.) and (bow STx2)+8 seconds to cock, can be done prone or mounted.
ST +4-unlimited requires windlass ($10 per point of bow ST, 5-10 lbs.) and (bow STx2)+12 seconds to cock, can be done prone.

ST 12 or less crossbows, made of wood, cost $5 per point of ST. ST 13-15 composite crossbows cost $25 per point of ST. ST 16-24 crossbows use steel, costing $40 per point of ST. Any crossbow larger than this is considered artillery.

Composite or steelcrossbows can be shortened for conceability. These do thr+2 base damage for their ST, weigh 25% less and have +1 to Holdout and -1 to Bulk.
Crossbows with shortened stocks can do thr+4 with -2 to Bulk and -2 to Acc. Pistol crossbows can do thr+2 with -3 to Bulk and -2 to Acc.
Maximum practical ST for shortened or pistol wooden/composite crossbows is 10, for steel 13.

Plate Armor

This is late TL3 Gothic plate armor. Standard armor is assumed to be 'proof' armor. Designed to stop the strongest weapons common on the battlefield, in this cast it is DR 8 to stop arrows, medium crossbows and hand weapons.

Doubleproof armor is finely made armor designed to stop the heaviest weapons on the battlefield, heavy crossbows. Doubleproof armor is DR 12. There are two ways to arrive at doubleproofing for armor, first by making it thicker and second by making it of finer quality. Finer quality armor will cost 4 times listed price, and have double proof DR without any increase in weight. Thickening armor makes it heavier, each additional DR raises the weight of the armor by 20% and the cost by 5% (steel is cheap). A DR 12 suit of thick armor would be very heavy, usually only the torso, legs and head are thickened raising the weight by 58% and the price by 12%.

Unproofed armor is made of lighter weight plates and is not proof against all weapons. Its DR is 5 or 6. It weighs 75% of the normal weight and costs 60% of the listed price.

Armor PD DR Cost Weight Notes
Plate armor 3 8 $4000 60 lbs. For horse&foot
Complete Plate armor 3 8 $6000 90 lbs. Foot combat only
1/2 Plate 3 8 $2600 41 lbs. Torso, arms, head
Non-proof armor 3 6 60% 75%  
Thicker steel - +1 +5% +20%  

Doubleproof plate

3

12

4x

-

 

Maximilian plate 4 12 4x - See below

Gothic armor evolves into Maximilian armor with more curves and narrower ridges (ribbed plate), which creates better deflecting angles.

Distribution of complete plate armor's 90-pound weight is:
9% Head: 1 lb/DR (8.1 lbs.)
36% Torso: 4 lb/DR (32.4 lbs.)
18% Arms: 1 lb/DR (each) (16.2 lbs.)
36% Legs: 2 lb/DR (each) (32.4 lbs.)
1% groins (0.9 lb.)

60-pound plate armor has DR 4 on back, hands, legs and feet, and DR 5 on arms.


Maximilian field armour for man and horse

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

 


COMBAT

General

You gain a psychological advantage when your opponent fails his Will roll against fear, anger, excitement, tension or suspense. Roll at -1 if it is an important match, -3 little chance or -5 you are likely to lose (+5 if protecting own child, +2 if Combat Reflexes). Losing to anger is penalty only to IQ, others penalties to DX and IQ.

Wound lvl

Penalty

Failed by

Trivial

0

1

Light

-1

2

Medium

-2

3-5

Serious

-3

6-9

Critical

-4

10+

Adrenaline might halve penalties after 1d6 turns. Feigned inferiority may get the opposition attack aggressively, and his adrenal defense may not be at its best. Feigned superiority may give the opposition the picture he is likely to lose.

Combat Turn Sequence

A combatant with the highest CTS value goes first: Basic Speed + Combat Reflexes(+1) + Combat/Weapon skill 12+(+1), 20+(+2), 30+(+3) + weapon in use: short staff/pistol(+1), unarmed/knife/sword(+0), 2-handed weapons with turn(s) to ready penalty (-1)

Attacking

Only 1 attack per turn. Unless you have Extra Attack (p. B53) or Basic Speed 12+.

"Striking at a six-foot target awards no penalty, but positioning
a weapon to deflect an attack is another matter."

I don't use Rapid Strikes. For Deceptive Attack for every -1 you accept to your C/W skill, your foe suffers a -1 penalty on his active defenses against this attack. You many not reduce your final effective skill below 10 with a Deceptive Attack. Beware your opponent's Passive Defense (see below).
All-Out Attack: +4 for attack(s), +1 attack or +1/3 increase in damage.
Misses by only 1 means that the attack only touches the target if he does/can not defend. This only matters when for example the weapon is Mage touch or poisoned blade.
Critical Hit does not remove opponen'ts chance of defending himself.

Feinting

Feinting means you are feinting to attack with one weapon (A), but you really are attacking with another weapon (B). Feint is done with using C/W skill for weapon A. You cannot benefit from Feint by attacking with weapon A after Feint. Weapon B can also be DX for Move Maneuvers (see below).
Feinting to make an attack with "weaker" weapon (unarmed instead of armed, shield or knife instead of sword etc.) gives a bonus of +1 to initiate Feint.
Feinting with short staff or smallsword gives a bonus of +1 to initiate Feint.
Feinting with weapons with turn(s) to ready penalty gives a penalty of -1 to initiate Feint.
You can catch your opponent off-guard with Acting skill. If your opponent doesn't expect hostile actions from you, you can make Feint in no time, and then an attack.
Whenever you roll 3 or 4 on an active defense roll in melee combat, you will get free Feint.

Move Maneuver

You can move in combat as fast as you can. The faster you move the harder it is your foe to hit you, but it is also harder you to defend yourself and to hit your opponent. So there is no special Retreat or Move and Attack. The table below is a part of the Size and Speed/Range Table. Adjusted skills can exceed 9. Ranged attacks have an extra penalty of the weapon's Bulk rating.

Speed/yds Modifier
0 ... 2 0
2+ ... 3 -1
3+ ... 4.5 -2
4.5+ ... 7 -3
7+ ... 10 -4
10+ -5

When you try to Slam, Evade, go in or get out from Close Combat (p. B391) or otherwise control distance, you have to win a Quick Contest of Skills, the average of DX (Encumbrance level gives bonus or penalty -8 to +2) and Tactics.

Some fighters try to do "Runaround" Attack (p. B391). There is no penalty from one's own speed when trying Slam or Runaround Attack. Slipping in is risky, because if you lose 5 or more, your opponent manages to step on your side and gets Rear Attack. Also if slipping in and your opponent has weapon ready, opponent gets free attack against you, but with half damage. Notice that with Move Maneuver you stay one step away from your enemy, especially when you have longer reach.

Defending

All-Out Defense: +4 for all, Parries to Dodges or double number of Parries.
Medium Encumbrance slows attack and gives a bonus of +1 for opponent’s defenses. Heavy Encumbrance gives +2. Negative Encumbrance 3 speeds attacks and gives a penalty of -1 for opponents's defenses. Lvl 4 gives -2.

Passive Defense

Passive Defense still exists. PD of an armor is subtracted from an attacker's successes instead of adding to the armor-user's defense roll. If Successes-PD is less than zero, the blow has been deflected from the armor after defender's unsuccesful or non-existing defense roll.
Hard leather/wood has PD 1, chain/scale has PD 2 and plate armor has PD 3.
Passive Defense has two limitations: for each 3 dice of damage that an attack does, it eliminates 1 point of PD from the target's armor. And 1-handed crushing weapon removes PD penalty by 1, 2-handed by 2.

Parry and Block
"Parry - defensive use of weapon to block thrust or cut. Modern term adopted from the 1660 French school jargon. Di Grasse's translator uses "break", "ward", "block", "encounter" and other words for parry."

To intercept small, incoming weapon with Parry or Block has a penalty of -2.
To parry with a small knife has an extra penalty of -2, with a large knife -1.
Parrying/blocking knife has an extra penalty of -1.
To parry with a large weapon has a bonus +1
Parrying/blocking large weapon has a bonus of +1.
For thrown or missile weapons see below.
Fencing weapons have a bonus of +1 to parry with.
A staff has a bonus of +2 (large two-handed balanced weapon).
I don't use Retreat bonuses.

To parry with off-hand has a penalty of -4 unless having Main-Gauche, Karate, Judo, Off-Hand Weapon Training or Ambidexterity.
If Parry only succeeded by 0-3, it's a hard block - your parrying weapon or limb takes damage from attack.
Blocking with shield same 0-3-rule applies after reducing shield's DB from successes.
Shield acts as cover in Close Combat, and gives a penalty of it's DB to attacks from fighters behind and front of it - after 1 round in Close Combat has passed. You and your opponent are both hiding behind shield.

Weapon Mod. to Parry/Block Notes
spear -2 20-25 yds./sec
knife, stone -4 30-45 yds./sec
arrow -7 to -9 60-100 yds./sec
crossbow bolt -10 to -12 100-140 yds./sec
bullet, beam Parry/Block hasn't a chance
with an Active Defense.
Even Dodge is halved
after penalties.
250+ yds./sec


"To effectively cover yourself, you must hold the
buckler as far off from the body as
your arm can stretch."

Dodge and Roll with Blow
"Void - not being the where the blow is aimed."

To move own body away from blow with Dodge has an inherent penalty of -2 or with Roll with Blow -4. Subsequent dodges and roll with blows in a turn have a cumulative penalty of -5.
Close Combat has an extra penalty of -2.
Attacks against Head or Hand gives a bonus of +1.
Encumbrance level gives bonus or penalty (-8 to +2).
Acrobatic Dodge gives a bonus of +1 as also dropping down.
Dodge and Drop gives a bonus of +1, and it is usually done with All-Out Defense.
Succesful Roll with Blow halves damage. Rolling with unarmed attack gives a bonus of +1. No rolling with whip blows.

Hit Location

Alternate hit location table by Pauli Hakala.

Part Front Side Down Up To hit penalty
Head 1-7 1-7 1-2 1-27 -5
Neck 8-10 8-10 3 28-40 -7
Zone1 11-20 11-15 4-6 41-55 -1
Zone2 21-30 16-20 7-10 56-70 -1
Zone3 31-40 21-25 11-15 71-73 -1
Zone4 41-50 26-30 16-20 74-76 -1
Shoulder 51-52 31-33 21 77-80 -3
Upp.arm 53-56 34-41 22-23 81-82 -2
Elbow 57-58 42-44 24 83 -5
Low.arm 59-63 45-52 25-26 84-85 -2
Wrist 64-65 53-55 27 86-87 -6
Hand 66-70 56-60 28-30 88-90 -4
Thigh 71-83 61-78 31-60 91-94 -1
Knee 84-85 79-80 61-62 95 -3
Calf 86-96 81-96 63-96 96-97 -3
Ankle 97-98 97-98 97-98 98 -5
Foot 99-00 99-00 99-00 00-00 -4

Head

Eyes 1; Ears 2; Nose 3; Jaw 4-6; Flesh 7-12; Brain 13-20

Neck

Flesh 1-5; Spinal Cord connection 6-7; Bleeding*2 8-14;
Bleeding*2&spinal 15-20

Zone1

Flesh 1-7; Heart 8-9; Lung 10-17; Heart&Lung 18-20

Zone2

Flesh 1-9; Lung 10-20

Zone3

Flesh 1-8; Stomach 9-11; Pancreas 12-13; Kidney 14;
Big int.15-16; Small int.17-18; Groin 19-20

Zone4

Flesh 1-8; Liver 9-11; Pancreas 12-13; Kidney 13-14;
Big int.15-16; Small int.17-18; Groin 19-20

Damage and Injury

Revised damage bonuses from Combat/Weapon skill:
+1 C/W skill 15+, +2 skill 20+, +3 skill 25+ and +4 skill 30+.
High skill brings more accuracy and speed, and has strenghtened certain muscles. These bonuses also raise effective ST against disarms and to reduce turn(s) to ready penalties.

Brain  -7 to hit. DR2, all dmg x4. [2]

Vitals -3 to hit. 1/6 chance of hitting heart.

Jaw -7 to hit. Crushing blow gives an extra -2 to knockdown rolls. [2]

Solar Plexus -6. Crushing blow gives an extra -2 to knockdown rolls. [2]

Neck -7 to hit. Cut x2 crush x1.5, stunned on hits over HT/3. [2]
Crushing blow can crush throat on hits over HT/3 (roll HT, automatic over HT). Cutting damage can decapacitate on hits over HT (roll HT, automatic over HTx2). Any blow from behind results paralysis on hits over HT (spinal cord has DR 2).

Hands/Feet -4 to -6 to hit. Crippled on hits over HT/3. Cutting damage can amputate on hits over HTx2/3 (roll HT, automatic over HTx4/3).

Heart -7 to hit. Sternum DR2 (unless hit from below with extra -2 or from rear then DR1). Imp x3, killed hits over HT/3.

Arms/Legs -1 to -2 to hit. Crippled on hits over HT/2. Cutting damage can amputate on hits over HT (roll HT, automatic over HTx2).

[2] High Pain Threshold doesn't give bonuses against Knockdown and Stunning (p. B420).
I am also using Partial Injuries (p. MA136).

Last modified: 6 November 2009

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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